Files
OpenRA/OpenRA.Mods.Common/AI/HackyAI.cs
2018-12-19 21:50:54 +13:00

789 lines
26 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Support;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.AI
{
public sealed class HackyAIInfo : IBotInfo, ITraitInfo
{
public class UnitCategories
{
public readonly HashSet<string> Mcv = new HashSet<string>();
public readonly HashSet<string> NavalUnits = new HashSet<string>();
public readonly HashSet<string> ExcludeFromSquads = new HashSet<string>();
}
// TODO: Move this to SquadManagerBotModule later
public class BuildingCategories
{
public readonly HashSet<string> ConstructionYard = new HashSet<string>();
public readonly HashSet<string> VehiclesFactory = new HashSet<string>();
public readonly HashSet<string> Refinery = new HashSet<string>();
public readonly HashSet<string> Power = new HashSet<string>();
public readonly HashSet<string> Barracks = new HashSet<string>();
public readonly HashSet<string> Production = new HashSet<string>();
public readonly HashSet<string> NavalProduction = new HashSet<string>();
public readonly HashSet<string> Silo = new HashSet<string>();
}
[FieldLoader.Require]
[Desc("Internal id for this bot.")]
public readonly string Type = null;
[Desc("Human-readable name this bot uses.")]
public readonly string Name = "Unnamed Bot";
[Desc("Minimum number of units AI must have before attacking.")]
public readonly int SquadSize = 8;
[Desc("Random number of up to this many units is added to squad size when creating an attack squad.")]
public readonly int SquadSizeRandomBonus = 30;
[Desc("Delay (in ticks) between giving out orders to units.")]
public readonly int AssignRolesInterval = 20;
[Desc("Delay (in ticks) between attempting rush attacks.")]
public readonly int RushInterval = 600;
[Desc("Delay (in ticks) between updating squads.")]
public readonly int AttackForceInterval = 30;
[Desc("Minimum delay (in ticks) between creating squads.")]
public readonly int MinimumAttackForceDelay = 0;
[Desc("Minimum portion of pending orders to issue each tick (e.g. 5 issues at least 1/5th of all pending orders). Excess orders remain queued for subsequent ticks.")]
public readonly int MinOrderQuotientPerTick = 5;
[Desc("Only produce units as long as there are less than this amount of units idling inside the base.")]
public readonly int IdleBaseUnitsMaximum = 12;
[Desc("Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.")]
public readonly int RushAttackScanRadius = 15;
[Desc("Radius in cells around the base that should be scanned for units to be protected.")]
public readonly int ProtectUnitScanRadius = 15;
[Desc("Minimum distance in cells from center of the base when checking for MCV deployment location.")]
public readonly int MinBaseRadius = 2;
[Desc("Maximum distance in cells from center of the base when checking for MCV deployment location.",
"Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.")]
public readonly int MaxBaseRadius = 20;
[Desc("Radius in cells that squads should scan for enemies around their position while idle.")]
public readonly int IdleScanRadius = 10;
[Desc("Radius in cells that squads should scan for danger around their position to make flee decisions.")]
public readonly int DangerScanRadius = 10;
[Desc("Radius in cells that attack squads should scan for enemies around their position when trying to attack.")]
public readonly int AttackScanRadius = 12;
[Desc("Radius in cells that protecting squads should scan for enemies around their position.")]
public readonly int ProtectionScanRadius = 8;
[Desc("Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?")]
public readonly bool RestrictMCVDeploymentFallbackToBase = true;
[Desc("Production queues AI uses for producing units.")]
public readonly HashSet<string> UnitQueues = new HashSet<string> { "Vehicle", "Infantry", "Plane", "Ship", "Aircraft" };
[Desc("What units to the AI should build.", "What % of the total army must be this type of unit.")]
public readonly Dictionary<string, float> UnitsToBuild = null;
[Desc("What units should the AI have a maximum limit to train.")]
public readonly Dictionary<string, int> UnitLimits = null;
[Desc("Tells the AI what unit types fall under the same common name. Supported entries are Mcv and ExcludeFromSquads.")]
[FieldLoader.LoadUsing("LoadUnitCategories", true)]
public readonly UnitCategories UnitsCommonNames;
// TODO: Move this to SquadManagerBotModule later
[Desc("Tells the AI what building types fall under the same common name.",
"Possible keys are ConstructionYard, Power, Refinery, Silo, Barracks, Production, VehiclesFactory, NavalProduction.")]
[FieldLoader.LoadUsing("LoadBuildingCategories", true)]
public readonly BuildingCategories BuildingCommonNames;
[Desc("Actor types that can capture other actors (via `Captures` or `ExternalCaptures`).",
"Leave this empty to disable capturing.")]
public HashSet<string> CapturingActorTypes = new HashSet<string>();
[Desc("Actor types that can be targeted for capturing.",
"Leave this empty to include all actors.")]
public HashSet<string> CapturableActorTypes = new HashSet<string>();
[Desc("Minimum delay (in ticks) between trying to capture with CapturingActorTypes.")]
public readonly int MinimumCaptureDelay = 375;
[Desc("Maximum number of options to consider for capturing.",
"If a value less than 1 is given 1 will be used instead.")]
public readonly int MaximumCaptureTargetOptions = 10;
[Desc("Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for capturable targets?")]
public readonly bool CheckCaptureTargetsForVisibility = true;
[Desc("Player stances that capturers should attempt to target.")]
public readonly Stance CapturableStances = Stance.Enemy | Stance.Neutral;
static object LoadUnitCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "UnitsCommonNames");
return FieldLoader.Load<UnitCategories>(categories.Value);
}
// TODO: Move this to SquadManagerBotModule later
static object LoadBuildingCategories(MiniYaml yaml)
{
var categories = yaml.Nodes.First(n => n.Key == "BuildingCommonNames");
return FieldLoader.Load<BuildingCategories>(categories.Value);
}
string IBotInfo.Type { get { return Type; } }
string IBotInfo.Name { get { return Name; } }
public object Create(ActorInitializer init) { return new HackyAI(this, init); }
}
public sealed class HackyAI : ITick, IBot, INotifyDamage, IBotPositionsUpdated
{
// DEPRECATED: Modules should use World.LocalRandom.
public MersenneTwister Random { get; private set; }
public readonly HackyAIInfo Info;
public CPos GetRandomBaseCenter()
{
var randomConstructionYard = World.Actors.Where(a => a.Owner == Player &&
Info.BuildingCommonNames.ConstructionYard.Contains(a.Info.Name))
.RandomOrDefault(Random);
return randomConstructionYard != null ? randomConstructionYard.Location : initialBaseCenter;
}
public bool IsEnabled;
public List<Squad> Squads = new List<Squad>();
public Player Player { get; private set; }
readonly Queue<Order> orders = new Queue<Order>();
readonly Func<Actor, bool> isEnemyUnit;
readonly Predicate<Actor> unitCannotBeOrdered;
IBotTick[] tickModules;
IBotRespondToAttack[] attackResponseModules;
IBotPositionsUpdated[] positionsUpdatedModules;
CPos initialBaseCenter;
int ticks;
List<Actor> unitsHangingAroundTheBase = new List<Actor>();
// Units that the ai already knows about. Any unit not on this list needs to be given a role.
List<Actor> activeUnits = new List<Actor>();
public const int FeedbackTime = 30; // ticks; = a bit over 1s. must be >= netlag.
public readonly World World;
public Map Map { get { return World.Map; } }
IBotInfo IBot.Info { get { return Info; } }
int rushTicks;
int assignRolesTicks;
int attackForceTicks;
int minAttackForceDelayTicks;
int minCaptureDelayTicks;
readonly int maximumCaptureTargetOptions;
public HackyAI(HackyAIInfo info, ActorInitializer init)
{
Info = info;
World = init.World;
if (World.Type == WorldType.Editor)
return;
isEnemyUnit = unit =>
Player.Stances[unit.Owner] == Stance.Enemy
&& !unit.Info.HasTraitInfo<HuskInfo>()
&& unit.Info.HasTraitInfo<ITargetableInfo>();
unitCannotBeOrdered = a => a.Owner != Player || a.IsDead || !a.IsInWorld;
maximumCaptureTargetOptions = Math.Max(1, Info.MaximumCaptureTargetOptions);
}
// Called by the host's player creation code
public void Activate(Player p)
{
Player = p;
IsEnabled = true;
tickModules = p.PlayerActor.TraitsImplementing<IBotTick>().ToArray();
attackResponseModules = p.PlayerActor.TraitsImplementing<IBotRespondToAttack>().ToArray();
positionsUpdatedModules = p.PlayerActor.TraitsImplementing<IBotPositionsUpdated>().ToArray();
Random = new MersenneTwister(Game.CosmeticRandom.Next());
// Avoid all AIs trying to rush in the same tick, randomize their initial rush a little.
var smallFractionOfRushInterval = Info.RushInterval / 20;
rushTicks = Random.Next(Info.RushInterval - smallFractionOfRushInterval, Info.RushInterval + smallFractionOfRushInterval);
// Avoid all AIs reevaluating assignments on the same tick, randomize their initial evaluation delay.
assignRolesTicks = Random.Next(0, Info.AssignRolesInterval);
attackForceTicks = Random.Next(0, Info.AttackForceInterval);
minAttackForceDelayTicks = Random.Next(0, Info.MinimumAttackForceDelay);
minCaptureDelayTicks = Random.Next(0, Info.MinimumCaptureDelay);
}
void IBot.QueueOrder(Order order)
{
orders.Enqueue(order);
}
// DEPRECATED: Modules should use IBot.QueueOrder instead
public void QueueOrder(Order order)
{
orders.Enqueue(order);
}
ActorInfo ChooseRandomUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var unit = buildableThings.Random(Random);
return HasAdequateAirUnitReloadBuildings(unit) ? unit : null;
}
ActorInfo ChooseUnitToBuild(ProductionQueue queue)
{
var buildableThings = queue.BuildableItems();
if (!buildableThings.Any())
return null;
var myUnits = Player.World
.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player)
.Select(a => a.Info.Name).ToList();
foreach (var unit in Info.UnitsToBuild.Shuffle(Random))
if (buildableThings.Any(b => b.Name == unit.Key))
if (myUnits.Count(a => a == unit.Key) < unit.Value * myUnits.Count)
if (HasAdequateAirUnitReloadBuildings(Map.Rules.Actors[unit.Key]))
return Map.Rules.Actors[unit.Key];
return null;
}
bool HasAdequateConstructionYardCount
{
get
{
// Require at least one construction yard, unless we have no vehicles factory (can't build it).
return AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0 ||
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.VehiclesFactory, Player) == 0;
}
}
bool HasAdequateRefineryCount
{
get
{
// Require at least one refinery, unless we can't build it.
return AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.Refinery, Player) > 0 ||
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.Power, Player) == 0 ||
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) == 0;
}
}
// For mods like RA (number of RearmActors must match the number of aircraft)
bool HasAdequateAirUnitReloadBuildings(ActorInfo actorInfo)
{
var aircraftInfo = actorInfo.TraitInfoOrDefault<AircraftInfo>();
if (aircraftInfo == null)
return true;
// If actor isn't Rearmable, it doesn't need a RearmActor to reload
var rearmableInfo = actorInfo.TraitInfoOrDefault<RearmableInfo>();
if (rearmableInfo == null)
return true;
var countOwnAir = AIUtils.CountActorsWithTrait<IPositionable>(actorInfo.Name, Player);
var countBuildings = rearmableInfo.RearmActors.Sum(b => AIUtils.CountActorsWithTrait<Building>(b, Player));
if (countOwnAir >= countBuildings)
return false;
return true;
}
CPos? ChooseMcvDeployLocation(string actorType, bool distanceToBaseIsImportant)
{
var actorInfo = World.Map.Rules.Actors[actorType];
var bi = actorInfo.TraitInfoOrDefault<BuildingInfo>();
if (bi == null)
return null;
// Find the buildable cell that is closest to pos and centered around center
Func<CPos, CPos, int, int, CPos?> findPos = (center, target, minRange, maxRange) =>
{
var cells = World.Map.FindTilesInAnnulus(center, minRange, maxRange);
// Sort by distance to target if we have one
if (center != target)
cells = cells.OrderBy(c => (c - target).LengthSquared);
else
cells = cells.Shuffle(World.LocalRandom);
foreach (var cell in cells)
{
if (!World.CanPlaceBuilding(cell, actorInfo, bi, null))
continue;
if (distanceToBaseIsImportant && !bi.IsCloseEnoughToBase(World, Player, actorInfo, cell))
continue;
return cell;
}
return null;
};
var baseCenter = GetRandomBaseCenter();
return findPos(baseCenter, baseCenter, Info.MinBaseRadius,
distanceToBaseIsImportant ? Info.MaxBaseRadius : World.Map.Grid.MaximumTileSearchRange);
}
void ITick.Tick(Actor self)
{
if (!IsEnabled)
return;
ticks++;
if (ticks == 1)
InitializeBase(self, false);
if (ticks % FeedbackTime == 0)
ProductionUnits(self);
AssignRolesToIdleUnits(self);
// TODO: Add an option to include this in CheckSyncUnchanged.
// Checking sync for this is too expensive to include it by default,
// so it should be implemented as separate sub-option checkbox.
using (new PerfSample("bot_tick"))
foreach (var t in tickModules)
if (t.IsTraitEnabled())
t.BotTick(this);
var ordersToIssueThisTick = Math.Min((orders.Count + Info.MinOrderQuotientPerTick - 1) / Info.MinOrderQuotientPerTick, orders.Count);
for (var i = 0; i < ordersToIssueThisTick; i++)
World.IssueOrder(orders.Dequeue());
}
internal Actor FindClosestEnemy(WPos pos)
{
return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
}
internal Actor FindClosestEnemy(WPos pos, WDist radius)
{
return World.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
}
void CleanSquads()
{
Squads.RemoveAll(s => !s.IsValid);
foreach (var s in Squads)
s.Units.RemoveAll(unitCannotBeOrdered);
}
// Use of this function requires that one squad of this type. Hence it is a piece of shit
Squad GetSquadOfType(SquadType type)
{
return Squads.FirstOrDefault(s => s.Type == type);
}
Squad RegisterNewSquad(SquadType type, Actor target = null)
{
var ret = new Squad(this, type, target);
Squads.Add(ret);
return ret;
}
void AssignRolesToIdleUnits(Actor self)
{
CleanSquads();
activeUnits.RemoveAll(unitCannotBeOrdered);
unitsHangingAroundTheBase.RemoveAll(unitCannotBeOrdered);
if (--rushTicks <= 0)
{
rushTicks = Info.RushInterval;
TryToRushAttack();
}
if (--attackForceTicks <= 0)
{
attackForceTicks = Info.AttackForceInterval;
foreach (var s in Squads)
s.Update();
}
if (--assignRolesTicks <= 0)
{
assignRolesTicks = Info.AssignRolesInterval;
FindNewUnits(self);
InitializeBase(self, true);
}
if (--minAttackForceDelayTicks <= 0)
{
minAttackForceDelayTicks = Info.MinimumAttackForceDelay;
CreateAttackForce();
}
if (--minCaptureDelayTicks <= 0)
{
minCaptureDelayTicks = Info.MinimumCaptureDelay;
QueueCaptureOrders();
}
}
IEnumerable<Actor> GetVisibleActorsBelongingToPlayer(Player owner)
{
foreach (var actor in GetActorsThatCanBeOrderedByPlayer(owner))
if (actor.CanBeViewedByPlayer(Player))
yield return actor;
}
IEnumerable<Actor> GetActorsThatCanBeOrderedByPlayer(Player owner)
{
foreach (var actor in World.Actors)
if (actor.Owner == owner && !actor.IsDead && actor.IsInWorld)
yield return actor;
}
void QueueCaptureOrders()
{
if (!Info.CapturingActorTypes.Any() || Player.WinState != WinState.Undefined)
return;
var capturers = unitsHangingAroundTheBase
.Where(a => a.IsIdle && Info.CapturingActorTypes.Contains(a.Info.Name))
.Select(a => new TraitPair<CaptureManager>(a, a.TraitOrDefault<CaptureManager>()))
.Where(tp => tp.Trait != null)
.ToArray();
if (capturers.Length == 0)
return;
var randPlayer = World.Players.Where(p => !p.Spectating
&& Info.CapturableStances.HasStance(Player.Stances[p])).Random(Random);
var targetOptions = Info.CheckCaptureTargetsForVisibility
? GetVisibleActorsBelongingToPlayer(randPlayer)
: GetActorsThatCanBeOrderedByPlayer(randPlayer);
var capturableTargetOptions = targetOptions
.Select(a => new CaptureTarget<CapturableInfo>(a, "CaptureActor"))
.Where(target =>
{
if (target.Info == null)
return false;
var captureManager = target.Actor.TraitOrDefault<CaptureManager>();
if (captureManager == null)
return false;
return capturers.Any(tp => captureManager.CanBeTargetedBy(target.Actor, tp.Actor, tp.Trait));
})
.OrderByDescending(target => target.Actor.GetSellValue())
.Take(maximumCaptureTargetOptions);
if (Info.CapturableActorTypes.Any())
capturableTargetOptions = capturableTargetOptions.Where(target => Info.CapturableActorTypes.Contains(target.Actor.Info.Name.ToLowerInvariant()));
if (!capturableTargetOptions.Any())
return;
var capturesCapturers = capturers.Where(tp => tp.Actor.Info.HasTraitInfo<CapturesInfo>());
foreach (var tp in capturesCapturers)
QueueCaptureOrderFor(tp.Actor, GetCapturerTargetClosestToOrDefault(tp.Actor, capturableTargetOptions));
}
void QueueCaptureOrderFor<TTargetType>(Actor capturer, CaptureTarget<TTargetType> target) where TTargetType : class, ITraitInfoInterface
{
if (capturer == null)
return;
if (target == null)
return;
if (target.Actor == null)
return;
QueueOrder(new Order(target.OrderString, capturer, Target.FromActor(target.Actor), true));
AIUtils.BotDebug("AI ({0}): Ordered {1} to capture {2}", Player.ClientIndex, capturer, target.Actor);
activeUnits.Remove(capturer);
}
CaptureTarget<TTargetType> GetCapturerTargetClosestToOrDefault<TTargetType>(Actor capturer, IEnumerable<CaptureTarget<TTargetType>> targets)
where TTargetType : class, ITraitInfoInterface
{
return targets.MinByOrDefault(target => (target.Actor.CenterPosition - capturer.CenterPosition).LengthSquared);
}
void FindNewUnits(Actor self)
{
var newUnits = self.World.ActorsHavingTrait<IPositionable>()
.Where(a => a.Owner == Player && !activeUnits.Contains(a));
foreach (var a in newUnits)
{
if (Info.UnitsCommonNames.Mcv.Contains(a.Info.Name) || Info.UnitsCommonNames.ExcludeFromSquads.Contains(a.Info.Name))
continue;
unitsHangingAroundTheBase.Add(a);
if (a.Info.HasTraitInfo<AircraftInfo>() && a.Info.HasTraitInfo<AttackBaseInfo>())
{
var air = GetSquadOfType(SquadType.Air);
if (air == null)
air = RegisterNewSquad(SquadType.Air);
air.Units.Add(a);
}
else if (Info.UnitsCommonNames.NavalUnits.Contains(a.Info.Name))
{
var ships = GetSquadOfType(SquadType.Naval);
if (ships == null)
ships = RegisterNewSquad(SquadType.Naval);
ships.Units.Add(a);
}
activeUnits.Add(a);
}
}
void CreateAttackForce()
{
// Create an attack force when we have enough units around our base.
// (don't bother leaving any behind for defense)
var randomizedSquadSize = Info.SquadSize + Random.Next(Info.SquadSizeRandomBonus);
if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
{
var attackForce = RegisterNewSquad(SquadType.Assault);
foreach (var a in unitsHangingAroundTheBase)
if (!a.Info.HasTraitInfo<AircraftInfo>())
attackForce.Units.Add(a);
unitsHangingAroundTheBase.Clear();
}
}
void TryToRushAttack()
{
var allEnemyBaseBuilder = AIUtils.FindEnemiesByCommonName(Info.BuildingCommonNames.ConstructionYard, Player);
var ownUnits = activeUnits
.Where(unit => unit.IsIdle && unit.Info.HasTraitInfo<AttackBaseInfo>()
&& !unit.Info.HasTraitInfo<AircraftInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()).ToList();
if (!allEnemyBaseBuilder.Any() || (ownUnits.Count < Info.SquadSize))
return;
foreach (var b in allEnemyBaseBuilder)
{
var enemies = World.FindActorsInCircle(b.CenterPosition, WDist.FromCells(Info.RushAttackScanRadius))
.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && unit.Info.HasTraitInfo<AttackBaseInfo>()).ToList();
if (AttackOrFleeFuzzy.Rush.CanAttack(ownUnits, enemies))
{
var target = enemies.Any() ? enemies.Random(Random) : b;
var rush = GetSquadOfType(SquadType.Rush);
if (rush == null)
rush = RegisterNewSquad(SquadType.Rush, target);
foreach (var a3 in ownUnits)
rush.Units.Add(a3);
return;
}
}
}
void ProtectOwn(Actor attacker)
{
var protectSq = GetSquadOfType(SquadType.Protection);
if (protectSq == null)
protectSq = RegisterNewSquad(SquadType.Protection, attacker);
if (!protectSq.IsTargetValid)
protectSq.TargetActor = attacker;
if (!protectSq.IsValid)
{
var ownUnits = World.FindActorsInCircle(World.Map.CenterOfCell(GetRandomBaseCenter()), WDist.FromCells(Info.ProtectUnitScanRadius))
.Where(unit => unit.Owner == Player && !unit.Info.HasTraitInfo<BuildingInfo>() && !unit.Info.HasTraitInfo<HarvesterInfo>()
&& unit.Info.HasTraitInfo<AttackBaseInfo>());
foreach (var a in ownUnits)
protectSq.Units.Add(a);
}
}
void InitializeBase(Actor self, bool chooseLocation)
{
var mcv = FindAndDeployMcv(self, chooseLocation);
if (mcv == null)
return;
foreach (var n in positionsUpdatedModules)
{
n.UpdatedBaseCenter(mcv.Location);
n.UpdatedDefenseCenter(mcv.Location);
}
}
void IBotPositionsUpdated.UpdatedBaseCenter(CPos newLocation)
{
initialBaseCenter = newLocation;
}
void IBotPositionsUpdated.UpdatedDefenseCenter(CPos newLocation) { }
// Find any MCV and deploy them at a sensible location.
Actor FindAndDeployMcv(Actor self, bool move)
{
var mcv = self.World.Actors.FirstOrDefault(a => a.Owner == Player &&
Info.UnitsCommonNames.Mcv.Contains(a.Info.Name) && a.IsIdle);
if (mcv == null)
return null;
// Don't try to move and deploy an undeployable actor
var transformsInfo = mcv.Info.TraitInfoOrDefault<TransformsInfo>();
if (transformsInfo == null)
return null;
// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
var restrictToBase = Info.RestrictMCVDeploymentFallbackToBase &&
AIUtils.CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0;
if (move)
{
var desiredLocation = ChooseMcvDeployLocation(transformsInfo.IntoActor, restrictToBase);
if (desiredLocation == null)
return null;
QueueOrder(new Order("Move", mcv, Target.FromCell(World, desiredLocation.Value), true));
}
QueueOrder(new Order("DeployTransform", mcv, true));
return mcv;
}
void ProductionUnits(Actor self)
{
// Stop building until economy is restored
if (!HasAdequateRefineryCount)
return;
// No construction yards - Build a new MCV
if (Info.UnitsCommonNames.Mcv.Any() && HasAdequateConstructionYardCount &&
!self.World.Actors.Any(a => a.Owner == Player && Info.UnitsCommonNames.Mcv.Contains(a.Info.Name)))
BuildUnit("Vehicle", AIUtils.GetInfoByCommonName(Info.UnitsCommonNames.Mcv, Player).Name);
foreach (var q in Info.UnitQueues)
BuildUnit(q, unitsHangingAroundTheBase.Count < Info.IdleBaseUnitsMaximum);
}
void BuildUnit(string category, bool buildRandom)
{
// Pick a free queue
var queue = AIUtils.FindQueues(Player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
var unit = buildRandom ?
ChooseRandomUnitToBuild(queue) :
ChooseUnitToBuild(queue);
if (unit == null)
return;
var name = unit.Name;
if (Info.UnitsToBuild != null && !Info.UnitsToBuild.ContainsKey(name))
return;
if (Info.UnitLimits != null &&
Info.UnitLimits.ContainsKey(name) &&
World.Actors.Count(a => a.Owner == Player && a.Info.Name == name) >= Info.UnitLimits[name])
return;
QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
void BuildUnit(string category, string name)
{
var queue = AIUtils.FindQueues(Player, category).FirstOrDefault(q => !q.AllQueued().Any());
if (queue == null)
return;
if (Map.Rules.Actors[name] != null)
QueueOrder(Order.StartProduction(queue.Actor, name, 1));
}
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (!IsEnabled)
return;
// TODO: Add an option to include this in CheckSyncUnchanged.
// Checking sync for this is too expensive to include it by default,
// so it should be implemented as separate sub-option checkbox.
using (new PerfSample("bot_attack_response"))
foreach (var t in attackResponseModules)
if (t.IsTraitEnabled())
t.RespondToAttack(this, self, e);
if (e.Attacker == null || e.Attacker.Disposed)
return;
if (e.Attacker.Owner.Stances[self.Owner] != Stance.Enemy)
return;
if (!e.Attacker.Info.HasTraitInfo<ITargetableInfo>())
return;
// Protected priority assets, MCVs, harvesters and buildings
// TODO: Use *CommonNames, instead of hard-coding trait(info)s.
if (self.Info.HasTraitInfo<HarvesterInfo>() || self.Info.HasTraitInfo<BuildingInfo>() || self.Info.HasTraitInfo<BaseBuildingInfo>())
ProtectOwn(e.Attacker);
}
}
}